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 1 
 on: August 17, 2018, 05:18:37 PM 
Started by Puritan - Last post by Puritan
^Quite a slaughterfest on "Come get some"  :D

 2 
 on: August 16, 2018, 04:56:47 PM 
Started by Puritan - Last post by Forge
doome1m3
Dennis Collins (StarCraftZerg)
7 July 2014

The 3rd level of Doom's episode 1: Knee Deep in the Dead.

An industrial-military styled map. The map consists of several control rooms, a couple pools of toxic waste, and numerous stairways and corridors. The texturing is done quite well, but the shading and detailing are pretty minimalist. Combined with only a few ambient sounds, the atmosphere is a bit flat, but that's par for early Doom.
Find a couple switches, a key card, and lots of shooting. There's not a lot of weaponry outside of what's found in the numerous secrets, but there's plenty of ammo to run-and-gun. Aside from the hidden rooms and few side-quest passages, there's also a secret-level exit. More fun than rug burn.

Overall I'd give it an 83

http://www.mediafire.com/file/jdzcndept2bjkra/doome1m3.zip/file

 3 
 on: August 15, 2018, 03:08:56 PM 
Started by Puritan - Last post by Forge
Dukekef's krick
Kevin Cools (dukekef)
19 December 1999

An EDF missile base and orbital station.

The construction and design are a bit primitive in this map. There are over-sizing issues, cramped rooms, doors with odd textures which make it difficult to identify them as doors, sporatic themes such as an apartment building styled location on a space station, underwater transitions that squish the player, buttons that either do unknown actions or just raise a bit of floor for no apparent reason, odd door puzzles that have haphazard solutions, and sporatic detailing with next to no shading. The basics are there; ambient sounds, some architectural trimwork, selective texturing, sector effects, decent alien to supply ratio, and a sense of progression, but it lacks the consistancy and fine tuning it takes to make a good atmosphere. Even the ending feels abrubt and flat.
The level is primarily a button and key mission with an odd multi-door puzzle thrown in. Most buttons unlock nearby doors. Some buttons do useless things, or things that are not immediately obvious. Just hit them and wait for the satisfying beep or unlocked message, then go hunt down the triggered event. More fun than dairy creamer.

Overall I'd give it a 65

 4 
 on: August 14, 2018, 04:51:20 PM 
Started by Puritan - Last post by Forge
CAVERN
Rick Hager
9 September 1996

A city and subterranean cave system styled map.

The level is well detailed, constructed, and shaded; it's just that there's no real consistent theme. The map starts out in a city, then goes into a subway. From there is moves through underwater caves into a subterranean location with temple-esque structures, then further into a large lava filled cavern. Finally the map moves again above ground, but now it's in a Roman styled arena presumably in the middle of a city. It feels as if two maps were glued together in the middle. At least it keeps the scenery from becoming redundant, and it has aliens in it, so a little suspension of disbelief is going to be expected.
The game play centers around finding key cards. It's a pretty straight forward exercise that uses shrinker puzzles, teleporters, platforming, and ventilation shaft mazes. The aliens are well placed to provided good fire-fight engagements, and the supplies are adequate to maintain uptempo combat. Duke might run a bit short on ammo at the end if he doesn't find every secret stash and decides to take on all the enemies in the arena, but the exit button is always an option. More fun than rug burn.

Overall I'd give it an 82

 5 
 on: August 13, 2018, 04:03:09 PM 
Started by Puritan - Last post by Forge
Club 97
YVES BRESSON
1 May 1997

This map wasn't made to be cool in single player mode, it was made to be as realistic and beautifull as possible, thus I had to use a lot of sprites and sectors and this makes the level very slow on most computers :( BUT I inserted a simplified version of the map so you can play (a bit) smoother :) The simplified Club97s version is really fun in DukeMatch ! Dan and I played it during 12 hours nonstop ! (damn, we're really crazy !)

There are two versions of the map. One with, and one without monsters. You can play the one with monsters in single-player if you wish; it's quite the fight, but there is no exit.


 6 
 on: August 12, 2018, 07:02:43 PM 
Started by Puritan - Last post by Puritan
Well written opinion, sire.
Thanks a lot  ;)

 7 
 on: August 12, 2018, 03:42:04 PM 
Started by Puritan - Last post by Forge
DoomBOX
Sanek

A canyon styled map.

The landscape is expansive and vast, doubly so because not only are the distances long, the heights of the cliffs and depths of the canyons are large as well. All this open and extensive terrain is just ripe for the exploring. It has it's advantages as well as drawbacks. Especially when the primary means of getting around is via jetpak.
In the beginning there's no real method to it, the objective is to find buttons, and not in any particular order. This lends to some replay value. The downside being that the player may run out of fuel and be unable to reach the stashes of jetpaks high up in the cliffs. Oops. Restart your game and pay more attention. Hope you didn't get too far. Ammo and health are pretty scarce, so it's easy to get into trouble if the player hasn't found any items for awhile. The terrain and huge distances do allow for escapes though. Just watch your back; especially during the frequent large spawn parties.
The second section is a small sea-side town. This is less jetpak involved, but the aliens are more congested and harder to avoid, while supplies are almost non-existent. Complete the island tower and find the switch puzzle to drop the gate to access the next section.
A deep gorge with a military base inside a mesa greets the player in the final leg of the journey. Lots of flying out over a deep drop. Find the keys and get out there. You can acquire a few more weapons and healing items in this section, but you have to live long enough to locate them.
Aesthetically the map is pretty good. It has nice terrain elevation variations, and the texturing is well done, but the vast distances between locations tends to make things look a little under detailed. Huge maps are also prone to lacking strong shading, as the allowed walls go towards primary architecture and structures instead of detailing sectors. More fun than a Red Eye from New York To London.

Overall I'd give it an 85

http://www.scent-88.com/reviews/D/doombox/doombox.php

 8 
 on: August 12, 2018, 10:07:24 AM 
Started by Puritan - Last post by Puritan
MyBB is fairly similar to SMF, and is compatible with php 7.x. (make sure the inc/config.php reads mysqli instead of mysql if you get errors)
From my experience I think it actually has more features that allow finer control over the forum.

I believe there's a migration feature as well.

https://mybb.com/


I'll have a look at it.
Seems to be a good alternative.
Thank you  :)

 9 
 on: August 11, 2018, 04:06:28 PM 
Started by Puritan - Last post by Forge
MyBB is fairly similar to SMF, and is compatible with php 7.x. (make sure the inc/config.php reads mysqli instead of mysql if you get errors)
From my experience I think it actually has more features that allow finer control over the forum.

I believe there's a migration feature as well.

https://mybb.com/

 10 
 on: August 11, 2018, 02:57:48 PM 
Started by Puritan - Last post by Puritan
On 02 December 2018 the server we're operating from are shutting down PHP 5.6.
The new PHP 7.0 (7.1 - 7.2 - ....etc) would be the lowest PHP standard.

This site is tested for PHP 7.0 and should work well.

The question that remain is; what will happen with the forums?
As of August 2018 the SMF sofware is buggy.
Escpecially "Sessions" is affected. Meaning that log in/out might crash.
Also posting in forum threads is buggy as of now.

Hopefully, the SMF team will have ironed out the bugs by December.

(We're now operating on PHP 5.6 until further notice)


-Puritan

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